Here's a thought about ordnance

By Supertoe, in X-Wing

Okay, here me out on this one.

What if there was a non-unique limited modification that read:

Reduce the sp cost of Torpedoes, Missiles, and Bombs by 1.

Would that make ordnance a better deal?

I'm a total newb, so I could just be shitposting, but still, would that make it viable? Too viable?

Of course, I forsee nonstop Z-95 missile swarms, but that's a small cost to pay isnt it?

being a noob isn't a problem

the problem is you're late

Swx40_guidance-chips.png

****'s been fixed, son!

Ordnance had four different problems:

- The target lock requirement kept many ships from being able to attack even when they had a target in arc. Solved by Deadeye .

- The "Discard your target lock " requirement made it really hard to make an attack successful. Solved by Guidance Chips.

- The cost of Ordnance was excessive. Solved by Extra Munitions.

- A single modification wasn't usually enough to maximize the damage output from the expensive, hard to perform, attack. Usually, double modification was needed for it to be worthy. Solved by scum Astromechs, Long range scanners.

As you can see, ordnance is plaged with design problems that have been patched one at a time, instead of all together. This makes those ships able to take most of these patches excel at it, while other ships feel lackluster.

Edited by Azrapse

Ordnance is fine now there's no need to buff it further.

ordnance in general is fine. Its still difficult to bring a random torp/missile (unless its Prockets) because you cant take the gchips, LRS, or EM since ordnance isnt your focus, its just a pointdump.

Which is why i really hope that unspoiled seismic torp is something cheap enough/good enough to justify randomly slapping it on without an ordnance build, and isnt really affected by ordnance shenanigans. That way the rebel random flippin' torp slot wont be wasted 99.9% of the time lol

being a noob isn't a problem

the problem is you're late

Swx40_guidance-chips.png

****'s been fixed, son!

Don't you mean these?

DCDHRNL.jpg

I am going to beat this dead horse until there's nothing left! :D

I am going to beat this dead horse ape until there's nothing left! :D

FTFY

Edited by ObiWonka

****'s been fixed for JumpMasters, son!

Fixed.

****'s been fixed for JumpMasters, son!

Fixed.

Let's not get into this crap again, shall we?

ordnance was a bit "so so" for a long time .... but those day be gone

Extra Munitions is the upgrade that also makes ordnance affordable. Only useful on certain ships, but it makes taking more than 1 ordnance viable.

I'm working on a list right now with either a TIE Bomber or TIE Punisher and yeah, without Extra Munitions and Guidance Chips it just wouldn't work at all. I haven't really seen Imperial builds using Deadeye, probably because we have some decent lock synergy without it and a lot of contention for that EPT slot.

I don't really know much about what the other factions are doing with ordinance, but I can say I went up against a pair of Jumpmasters (Manaroo + Scout) the other day both carrying Plasma Torpedoes, Deadeye, Extra Munitions, and Guidance Chips.

Last night I played in a 3- man 100 point death match. I decided it was finally time to use Drea Renthal with Guidance Chips and Extra Munitions.

-Guidance Chips: more accurate attack

-Drea's ability: more accuracy and a way to get TL right after a shot

-Extra Munitions: makes it cheaper.

Despite Drea surviving until the end game against Omega Leader, I didn't get to fire a single Proton Torpedo the whole game. So if ordnance doesn't need help, I certainly do. The max damage I did the whole game was a range-1 shot on a TIE Defender where I rolled hit-hit-crit. The defender rolled 3 evades and I used R4-B11 to make him reroll those into blanks and focuses (when he had no focus token). A Y-wing's primary should not be dealing more damage than its torpedoes. :(

I mean you're flying a low PS jouster that stresses itself, has two green manuevers and no boost/roll/SLAM/cloak

Ordnance isn't the problem, it lets a stiff predictable ship like Drea hit hard enough to justify her drawbacks

Ignoring smileydroid (ie crappy zuckus), Drea is now the most accurate ordnance boat (right there with redline) since r4 aggro no longer works with deadeye and scouts

You're getting full rerolls, a focus to crit AND a guaranteed hit

Only problem with the build imo is smileydroid forcing even more stress on an arc dependent ship with two greens. I'd take auto blaster and unhinged for the same price any day

Edited by ficklegreendice

Last night I played in a 3- man 100 point death match. I decided it was finally time to use Drea Renthal with Guidance Chips and Extra Munitions.

-Guidance Chips: more accurate attack

-Drea's ability: more accuracy and a way to get TL right after a shot

-Extra Munitions: makes it cheaper.

Despite Drea surviving until the end game against Omega Leader, I didn't get to fire a single Proton Torpedo the whole game. So if ordnance doesn't need help, I certainly do. The max damage I did the whole game was a range-1 shot on a TIE Defender where I rolled hit-hit-crit. The defender rolled 3 evades and I used R4-B11 to make him reroll those into blanks and focuses (when he had no focus token). A Y-wing's primary should not be dealing more damage than its torpedoes. :(

So if you want, if you really really want, if you wanna, you wanna, you wanna, you wanna, you wanna really really really wanna zigazig torps.
If you wanna shot your ordnance, you gotta get with Bigs, make it crits forever, carnage never ends.
Or, in other words, if you want to have any enemy in arc before be destroyed by an alpha strike, try something like this:
Nera Dantels + Sensor Jammer + Extra Munitions + Proton Torpedoes + Deadeye + Guidance Chips
Biggs Darklighter + R2-D6 + Integrated Astromech + Crack Shot
Any other 36 points, a pair of z95 with missiles, Horton Slam with a turret...
Not a top tier super competitive list, but boy, Nera for sure will survive enought to shoot her turreted torps, regardless of fire arc or target lock, probably with at least a pair of crits in each one.

We certainly don't need anything to make ordinance more effective any more. If anything they are now the great equalizer. Now your low attack ships like z95s can hit as hard as a phantom or the ghost. Although only once in the case of the z95. So it gives you another architype to build around.

I'm having loads of fun with a Firespray using ordnance. It's quite a brutal hitter.